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aweigh0101
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(Type iroll20s before using any commands. This disables achievements. Not all, but some commands like the Ability ones are case sensitive. Use FindCharacter Name to find the GUID/name of an object.) Example of adding an ability: AddAbility Player_name WeaponProficiency_Sword AddAbility Companion_name(Clone) WeaponProficiency_Hatchet Example of removing an ability: RemoveAbility Player_name Visage_Of_Deaths_Herald RemoveAbility Companion_name(Clone) Second_Wind ------------------------- Changing PC/companion Attributes: AttributeScore Player_name Might 10 [sets the PC's Might to Base 10] AttributeScore Companion_name(Clone) Perception 15 [sets the companion's Perception to Base 15] - Remember to keep the Attribute math right! If you set your Might to 14 (previously it was 16), you now have 2 points to redistribute, so you can then set another Attribute to a value 2 numbers higher. -------------------------- Changing companion's class level back to 1 (so you can customize it completely): SetClassLevel Companion_Xoti(Clone) Monk 1 AddExperience Companion_Xoti(Clone) 9845 (remember to input the amount of XP you want here; these numbers are just an example) [go to Retrain at a store] Retrain that companion from level 1. You can find the game's abilities inside the Abilities.gamebundle file in GameInstallDir>PoE2_data>exported>design>GameData. Open said abilities file in WordPad (or any text editor) and CONTROL + F the name of the Ability. I would provide the full list myself but they're not in an easily copy/paste-able format. -------------------------------------------------------------------------------------- To customize your PC from Level 1: 0. Write down your Watcher's full list of Abilities and his XP amount. 1. Unequip everything. 2. Remove companions at an Inn (or use console command ManageParty). 3. OpenCharacterCreation [create your char] AddExperience [amount of XP you previously had] AddAbility Player_name Watcher_Ability_Name_That_You_Wrote_Down 4. Go to a store and retrain your Watcher from level 1 up to the level attainable from the XP you just gave yourself. --------------------------------------------------------------------------------------- Oh, it was previously mentioned but console command: Difficulty PathOfTheDamned changes to POTD difficulty. --------------------------------------------------------------------------------------- As for the Level Scaling options they can be changed in the game's Registry folder inside HKEY_USERS, in case you want to enable scaling or disable it, or change it from down to up or whatever. ------------------------------------------------------------------------------------------- From reddit:
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You can change the Level Scaling options via the game's registry entry inside HKEY_USERS > Software > Obsidian Entertainment: 1. Press Windows Key + R at the same time to open a Run Box and then type regedit.exe and press Enter/Return key. 2. Inside the regedit application press Control + F at the same time and type LEVEL_SCALE and press Enter/Return key. 3. Keep pressing F3 to cycle thru results until you arrive at the game's entry: 4. Change the numerical value in the corresponding Level Scaling entries to a number ranging 0 - 2, each corresponding to its setting in-game beginning from Disabled down to All. I haven't checked specifically which number toggles which value in-game so you'll have to change it and then check for yourself what the game is registering. You can Control + F and search for any of the registry entries you see in that picture, it doesn't have to be LEVEL_SCALE; anything that will get you there. EDIT: I'm not sure how the game applies scaling, and it's possible that it will only scale up/down NEWLY DISCOVERED AREAS, and that already spawned objects/creatures will retain whatever Level they were spawned with before you changed the option. I think it should be assumed that the game will only scale content that you haven't explored yet.
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To customize your PC from Level 1: 0. Write down your Watcher's full list of Abilities and his XP amount. 1. Unequip everything. 2. Remove companions at an Inn (or use console command ManageParty). 3. OpenCharacterCreation [create your char] AddExperience [amount of XP you previously had] AddAbility Player_name Watcher_Ability_Name_That_You_Wrote_Down 4. Go to a store and retrain your Watcher from level 1 up to the level attainable from the XP you just gave yourself.
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(Type iroll20s before using any commands. This disables achievements.) Example of adding an ability: AddAbility Player_name WeaponProficiency_Sword AddAbility Companion_name(Clone) WeaponProficiency_Hatchet Example of removing an ability: RemoveAbility Player_name Visage_Of_Deaths_Herald RemoveAbility Companion_name(Clone) Second_Wind Changing PC/companion Attributes: AttributeScore Player_name Might 10 [sets the PC's Might to Base 10] AttributeScore Companion_name(Clone) Perception 15 [sets the companion's Perception to Base 15] Changing companion's class level back to 1 (so you can customize it completely): SetClassLevel Companion_Xoti(Clone) 1 AddExperience Companion_Xoti(Clone) 9845 (remember to input the amount of XP you want here; these numbers are just an example) [go to Retrain at a store] Retrain that companion from level 1. AFAIK currently there isn't any command that allows CHANGING the actual class to another one (for companions), but you can Add/Remove Abilities to whatever you want, giving them ones from other classes, etc. You can find the game's abilities inside the Abilities.gamebundle file in GameInstallDir>PoE2_data>exported>design>GameData. Pro-Tip: Open said abilities file in WordPad (or any text editor) and CONTROL + F the name of the Ability. In my game I removed Xoti's Crossbow Proficiency and gave her Pistol, and I lowered Eder's Dexterity and Intellect a bit, and added those points to his Perception so he has a bit better ACC while sword-and-boarding. Just an example of small changes you can make that have zero chance of breaking anything.
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Where to start?
aweigh0101 replied to Unreason's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
If you go to Install Dir > PoE2_data > exported > localized > EN >TEXT There you will find the text strings for conversations and quests and other writings in the game. For example if you wanted to change item lore, you can find those strings inside itemstrings.bundle file in that TEXT folder. -
Where to start?
aweigh0101 replied to Unreason's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Inside PoE 2 install dir > PoE2_data > exported > design The folders there all have files that are titled 'something.bundle' and when you edit those files the changes take effect in-game; specifically everything inside GAMEDATA folder. Inside the GAMEDATA folder you will find all the unpacked files that relate to item stats, char stats, item properties, class properties, etc, etc. -
what you want to do is a actually a REALLY solid balancig idea man! props for thinkign of it! basically if i understand these files right to scale sneak attack with empower it is as easy and simple as going isnide abilities (or was it attacks) control + F the sneak attack thing and find the value that says something like Class: (either GUILE or Rogue one of the two; if it is like the majority of properties one can edit this field is usallyu empty) Usage: (1 or a higher numr if its like a knock down; if its like Sneak atk it will be empty) Clear after combat: (empty; this value is for making something dispapear after a combat,,, personally i enabled it for POWDER BURNS because my Main is a Rogue streetFighter dual wieldig blundersses intentionally flankig himself with that and havig it go away on combat end is not cheating relaly since i will use POWDER again next combat anyway) Empowered: (almost always empty excpt sometimes not) and then a whole lot of other -Power-related values after that one most with t he word SCALE on it is that what you were changig// btw you knonw how almost every single WEAPON MODAL and ALL shield MODALS ar compmletely USELESS right i just wnet and made a PIKEs modal (epose weakness) become a finite resource (made it a 1 USE per empowerment thing) and i made the Pike (when you nouw activate the ability of expose weakness) receive a 75% penalty to DAMAGE .... in exchange it triggers an On-Hit effect of -25 reflex (pasted it from mornig Bewilderig Blows from clus) plus also -25 fort (took it from body_blows from the morningstar modal) and a a boost in Enagement +2. so instead of havig to be togglig the modal on and off it is just an ability you can use wenever, and instead of the Pike now decreasig enemy DEFLECTION like before instead it does very little DAMAGE btu it each hit obliterates one by one FORT and REFLEX hile engangig 2 enemy units perfect for the rest of the group to do something about those lacking saves hehe I AM NOT A BIG FAN OF MODALS REALLY: i prefer it be a passive (nothing too fancy then) or a use-per-encounter ability (as suc sold be USEFUL)
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hehe max i actually did do that alrady and in-game the modal completely disappeared along with all the damage and other numerical values for a bunch of items LOL however i will do this again bcause i am almost certain that that happened because i was less familiar with these files, and i guarantee i probably, copied pasted or put somthing over something i shouldnt will report back if it works this time (and it should i dont really see why not)
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@Max plase one last question: I really want to give the PoE 2 backer beta Shields a MODAL which allows the shields to BASH, and/or a MODAL which gives the shield a chance to activate a type of bashing or ANY OTHER SORT of push or otherwise usig the shield to impact the enemy After looking over the 3 modals (binding block for SMALL SHIELDS) followed by the simple BLOCK ATTACK by MEDIUM Shields and lastly the (imo actually very CREATIVE) Large Shield modal which ok everyone hre knows what these do.... Now going back to the modal for the SMALL SHIELD it says that when activated by the player immediately the Small Shield will gain a 30-33% chance to trigger an ACCURACY BONUS which it will then basically transfer over to the characters NEXT ENSUING TURN/ACTION. SIMPLY PUJT: Small Shield modal, hen activated, gives the Small Shield a determined range of probability of success which depends on if an enemy MISSES. If an enemy attacks the char using small shield modal + weapon, AND MISSES !!!!, then the Small Shield has a CHANCE to trigger an Accuracy bonus for the next attack done by the character. Yes it ****i sucks! Unluess it scales in some way but THAT DOESNT MATTER: I want to replace the property of the Small Shield Modal which gives the Accuracy bonus with the one from CROSSBOWS which gives interference!!!!!!!!!!! Help please ----------------------------------------------------------------------------------------------------------------- @Max Valid point. The selected granularity difference is much bigger than between 2H and 1H_FAST weapons, but your example helped me understand how to compute the average dps loss from overkill. It's actually simple : avg_overkill = avg_dmg / 2 avg_overkill_dps_loss = 100% * avg_overkill / enemy_hp And concrete examples: v1: hp = 141 (grubs) 2H: 18-23 -> avg = 20.5 -> avg_overkill = 10.25 -> avg_overkill_dps_loss = 7.2% 1H_FAST: 8-9 -> avg = 8.5 -> avg_overkill = 4.25 -> avg_overkill_dps_loss = 3.0% v2: hp = 638 (titan) 2H: 18-23 -> avg = 20.5 -> avg_overkill = 10.25 -> avg_overkill_dps_loss = 1.6% 1H_FAST: 8-9 -> avg = 8.5 -> avg_overkill = 4.25 -> avg_overkill_dps_loss = 0.066% Conclusion: 2H weapons lose on average ~4% more dps due to overkill than 1H_FAST weapons.
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i will have to go through all of the spells though and decrease their casting times unfortunately. OR alternatively as I mentioned in that video (linked above in my post) the real secret-sauce would be to increase by a few numbers the multiplier that makes DEXTERITY speed up casting. Its somehere in the global file I believe.
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[MEDIA=youtube]nC0Bo0r0MCk[/MEDIA]
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thanks man! i think im going to end up doing exactly that. it was always my fancy to mod POE 1, now i am going to spend more time tweakig values tan playing the game probably. i want to eventually make an overhaul of all weapons values as poe2 (carryig over from poe1) has a lot of weapons and armor and yet there is always a lot that simply goes unused because there is no reason to use them. the modals in poe2 beta were a step in the right direction but i think they should have just gone ahead and really poured some love into the itemization. for example why exactly does a Spear NOT have some bit of REACH>> it is a mystery. Why are sabres king>> another myster. historically they were just cavalry swords, not any better or worse than countless others. is it possible to change a melee weapon to shoot a projectile, ie copy paste the data from something like a wand and place it in the entry for base dagger (just an example); have your character throw the goddamn thing since there is even a freaking talent in poe1 for knife-throwing! not sayig this is the kind of stuff i would change (i have no interest in making throwing daggers) just saying poe itemization leaves a lot to be desired. but more than the weapons themselves the real sadness is the armors. it is even WORSE now than in poe1! in poe1 everybody always used FULL PLATE, or leather or Scale perhaps one of the many custom Breastplates. now in poe2 it looks like while not necessarily PLATE all around again instead simply whatever has highest Armor Rating since the Pen system is so linear. We need to give the armor pieces some personality, or at the very least go thru em and give a lot of armor pieces some ability or talent or something. remember how in ToEE (I think it was ToEE, perhaps baldurs gate helmets helped protect against critical hits by default, perhaps a simple solution would be: give some armors built-in protection from stuff like Knockout Injuries and from traps. Fire trap should roast someone encasted in metal but someone in leather would escape much better!
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oh there are a lot of goodies in the global file. I just spotted the entry for how far a unit will walk to seek out an enemy; er, basically i mean theres lots of juicy stuff in global. there i see the attribute bases as well.
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sorry you are absolutely right notepad++ is much better for this
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yeah i had already spotted those but i probably mishandled them. thank you for the heads up: btw, i am using a hex editor to edit these files what program should i be using instead edit: never mind, trust me i am much more comfortable hex editing than using notepad. dont worry on that front
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i tried changing the max distance of the BaseQuarterstaff item in the game file but there was no change reflected in-game. probably the solution is more complicated although it is perplexing because i easily changed Pistol range from 8 to 12 in less than 2 minutes. you know , i think the problem is quarterstaff is classed as melee and there is probably a global value that has the max reach for REACH weapons, BUT RANGED weapons on the other hand use different properties and are classed seperately so maybe that is why. i will try seeig if i can change normal quarterstaff into a RANGED WEAPON probably i will just copy and paste pistol data into quarterstaff entries where necessary, and see if game does not commit seppuku or something.
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btw rooting around in the files i realized that it is possible to swap around / replace visual FX of every single thing. POE 1 and POE 2 are eye-cancer during big combats so much crap flyig around impossible to appreciate anything whatsoever i am thinking i will start doing trial-and-error swapping around of the visual fx entries that link to the prefabs or whatever and see if the game doesnt freak out. perhaps a solution can be as simple as exporting somehow the visual fx objects/prefabs/etc, and in MS Paint or better (heh i joke) blacking everything out nukig the alpha channels etc then putting it back into the game who knows!